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#16 |
Loader
![]() Join Date: Jul 2011
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I'm afraid I cheat and use the auto-TDC method - math never was my strong point. What has seemed to work for me is to whenever possible never shoot more than 1000 yds away from target. As previously stated, this should give the captain on the target ship just enough time to spot the wake at the last second and give a call over the 1MC for everybody to jump up off the deck plates at the same time to keep from having their ankles broken - then make a fast break for the boat deck.
What takes rather complex figuring is trying to time the torpedo impacts for two separate targets at different ranges to occur within 5 or 10 seconds of each other. This keeps one target from applying evasive tactics after seeing their buddy get hammered. Can someone give us the speed in fps for a Mk 14 and Mk 18 torpedo, Mk 14 speed setting "high"? |
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#17 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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When you think you're close enough, get closer!
![]() ![]() As for speed, Mark 14 on high does 46 knots. Nautical mile is 6080 feet, 46 x 6080 = 279,680 feet per hour. Divide by 3, 93,267 yards per hour. Divide by 60, 1554 yards per minute. Round it off to 1500 yards in a minute, general thumb rule figure 20 seconds for each 500 yards. 1000 yards in 40 seconds, 1500 yards = 1 minute, 2000 yards = 1 minute 20 seconds, 2500 yards = 1 minute 40 seconds, 3000 yards = 2 minutes. Rounding off means the impact times are off by a few seconds, but if you're shooting at one target 2000 yards away and another 1000 yards away, wait 40 seconds between shots and both should impact within a few seconds. EDIT: Missed the Mark 18 part of the question - speed is 29 knots, using the same math I did for the 14 see if you can calculate it. |
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#18 |
Swabbie
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The torpedo map will give you the time to impact for whatever shot you have ready (that may depend on map contacts being on?).
The best I've done recently was 4 torpedoes on two targets (Sargo). I open up all the tubes I am going to use and set speed, detonator, and depth (gyro seems to be constant, not tied to the tube like other settings). Plan out the gyro I am going to use for each shot ahead of time, and wait for the lead ship to be about dead ahead for an easy AOB calculation. Fire at the rear target first with slow torpedoes, then the lead ship with fast ones. From around 1.3km out, the timing was within around 10 seconds (which is a little less time than I spent setting up the second shot). I can't think of a way I'd rather do it. It's a little tense if subsequent shots need to be made quickly, but it's also really rewarding when it all comes together nicely. |
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#19 |
Loader
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Thanks Sniper 297! Excellent info.
I use a variation of that rule re: Mk 18s v. Mk 14s. As recommended, the 18s are launched against the targets farther away on the theory they are supposedly wakeless and, since they will be in transit longer, this will cut down on the likelihood they will be spotted en route. The second half of the double- or triple-whammy consists of the Mk 14s that are fired at the closer target(s). The trick when doing this is to carefully watch the angle on the bow for each target; if you are shooting at more than two ships you're almost certain to have to "twist ship" between the first and second shots, or the second and third. It will cut down on the available time to settle on your course before firing the last torpedo(es). Attention to detail is critical. Last edited by SSI01; 04-09-15 at 05:17 PM. |
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#20 |
Gefallen Engel U-666
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SquareCanine!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#21 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() 46 knots = 25.88 yards/sec. |
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#22 |
The Old Man
![]() Join Date: Dec 2005
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I'm still chugging along with 1.4, and had to modify the earlier mod (Webster's I think) to eliminate the new ships from 1.5 that 1.4 don't have. So rather that using JGSME for the mod I made it into a custom "patch" for my own games. Works for me, but I still find that even a 3000 yard shot gives them time to execute a slow allemande left with a do-si-do to avoid the fish.
I have seen ships slow down and turn, speed up and turn, and sometimes turn the wrong way. If it's coming from forward of the beam turn into it and it will miss aft, if coming from aft turn away and it will miss forward, about half the time they turn the wrong way and get smacked. "I don't agree that you need to shoot from close range to get a hit" Never said "need", maybe we can agree on desirable? Closer is better even with a wakeless torpedo at night in a rainstorm, simply because a slight error at 500 yards becomes a big error at 5000 yards. |
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#23 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I was not speaking to the matter of errors in general, just the issue of enemy crews spotting torpedo tracks. Yes, ordinarily your chances of a hit are much better, if close. People seem to almost freak out about the torpedo wakes, though. Yes, the game is somewhat unrealistic, but one can still get hits; especially, if the physics are dealt with. |
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#24 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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"The game's mechanics are not ideal"
If you're aiming for the understatement of the year award you got my vote! ![]() |
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#25 |
Swabbie
![]() Join Date: Apr 2015
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Maybe it's because I'm running the stock game, but I've never found my torpedoes being spotted to be a huge issue. Usually it only happens if my presence is known (attacking another ship or being spotted) or a torpedo passes in front of someone (where you would actually expect it to be spotted quite easily). Then again, my standard engagement range is around 1500m with a ceiling of 2500m if I don't know their exact speed ahead of time.
Last edited by SquareCanine; 04-10-15 at 12:21 PM. |
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#26 | ||
Silent Hunter
![]() Join Date: Sep 2010
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![]() Quote:
Quote:
I didn't notice this issue either, until I was doing some careful testing in the course of testing a new manual targeting method. As I was running a mission with map contacts, and observing zoomed in close, it was obvious that the merchants were evading the torpedoes. |
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#27 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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While testing my mod GONE ASIATIC;
http://www.subsim.com/radioroom/down...o=file&id=4358 First ship encountered is a KONGO, then a squadron with a heavy cruiser and two light cruisers coming into Manila Bay near Corregidor. After sinking the BB and CA there's a carrier escorted by a destroyer and light cruiser coming up the southeast shore, requiring either a submerged sprint or a long range shot. Fire a single torpedo at long range and it misses practically every time, go to external view and you can watch the CV (or see the wake) doing a short S turn, which at long range is all it takes to miss. At short ranges (500-1500 yards) aiming at MOT the S turn just changes the impact point further forward. The psychic powers of the AI often bugs me too, in situations where they shouldn't see the wake or detect my sub they sometimes do, other situations I've had sub chasers cruise right past me with the periscope sticking up, closer than 500 yards in broad sunny daylight and they see/hear nothing. High speed at decks awash even at night throws up spray that should be visible for miles, but the game don't seem to take that into account either. |
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#28 |
Loader
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Same thing here - in the interests of reality in night surface attacks, with my decreasing range comes decreased speed to lessen spray effect from hull & sail. At my ranges I'm exposing my boat to return fire from the target, if it's an armed merchantman, so I will submerge at night if it is below a certain range to target. The only way I'll stay up at 1,500 yds range at night is if there's a ground fog or heavy rain, and even then I'm at low speed. Even then it's problematical whether the target will see you. Also - the shooting of those merchant ship gun crews is phenomenal - they get on target so quickly even if you're employing evasive tactics, on a par with escort shooting - just by gosh beyond the law of probability.
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#29 |
What's happenin' Cap'n'?
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I tried sending bearing to target but it makes my sub do a 180 on the tdc and I don't even have any aft torpedoes. If I click it again and again it just goes in random directions. What am I doing wrong?
Maybe easy aob is affecting things.
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USS COPPERFIN
Last edited by james_nix; 04-27-15 at 04:50 AM. |
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